169 lines
No EOL
4.6 KiB
Text
169 lines
No EOL
4.6 KiB
Text
#include common_scripts\utility;
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/*###################################################
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CREATES BREAKABLE WOOD
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1) Each trigger_damage has a targetname of "wood_splinter"
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2) Each trigger_damage targets the script_brushmodel of the pieces of wood to break
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3) Each piece of wood to break targets the script_brushmodels of the broken pieces that will show when it's broken
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4) Give the trigger_damage a 'script_noteworthy' to wait for a notify to be given before the wood can break
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example: 'script_noteworthy' of 'wood_time' will wait for 'level notify ("wood_time");' before pieces are breakable
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5) Exec this script at the start of your level - "maps\_wood::main();"
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###################################################*/
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main()
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{
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maps\_utility::precache ("woodgib_medium");
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maps\_utility::precache ("woodgib_big");
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maps\_utility::precache ("woodgib_small1");
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maps\_utility::precache ("woodgib_small2");
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maps\_utility::precache ("wood_plank2");
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maps\_utility::precache ("gib_woodplank");
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wood = getentarray ("wood_splinter","targetname");
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maps\_utility::array_thread(wood, ::wood_think);
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}
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wood_think()
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{
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if (!isdefined (self.target))
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{
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println ("Wood at ", self getorigin(), " has no target");
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return;
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}
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mainpiece = getentarray (self.target, "targetname");
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for (i=0;i<mainpiece.size;i++)
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{
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if ((isdefined (mainpiece[i].script_noteworthy)) && (mainpiece[i].script_noteworthy == "notsolid"))
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mainpiece[i] notsolid();
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if (!isdefined (mainpiece[i].target))
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continue;
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mainpiece[i].brokenpiece = getentarray (mainpiece[i].target, "targetname");
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for (j=0;j<mainpiece[i].brokenpiece.size;j++)
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{
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if (isdefined (mainpiece[i].brokenpiece[j]))
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mainpiece[i].brokenpiece[j] hide();
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}
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}
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if (isdefined (self.script_noteworthy))
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level waittill (self.script_noteworthy);
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self waittill ("trigger", other);
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// SCRIPTER_MOD
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// JesseS (3/16/2007): level.player check changed to isplayer
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if (isplayer(other))
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org = other getorigin();
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else
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org = other.origin;
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for (i=0;i<mainpiece.size;i++)
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{
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if (!isdefined (mainpiece[i].target))
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continue;
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mainpiece[i].brokenpiece = getentarray (mainpiece[i].target, "targetname");
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for (j=0;j<mainpiece[i].brokenpiece.size;j++)
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{
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if (isdefined (mainpiece[i].brokenpiece[j]))
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mainpiece[i].brokenpiece[j] show();
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}
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}
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for (i=0;i<mainpiece.size;i++)
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{
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if (!isdefined (mainpiece[i]))
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continue;
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mainpiece[i] playsound ("wood_break");
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mainpiece[i] thread splinter(org);
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mainpiece[i] delete();
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}
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}
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splinter(org)
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{
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splinter = spawn ("script_model", (0, 0, 0));
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if (randomint(100) > 25)
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{
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if ( (isdefined (self.script_noteworthy)) && (self.script_noteworthy == "dark") )
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{
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if (randomint(100) > 50)
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splinter setmodel ("wood_plank2");
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else
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splinter setmodel ("gib_woodplank");
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}
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else
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{
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if (randomint(100) > 50)
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splinter setmodel ("woodgib_big");
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else
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splinter setmodel ("woodgib_medium");
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}
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}
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splinter.origin = self getorigin();
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splinter thread go(org);
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if ( (isdefined (self.script_noteworthy)) && (self.script_noteworthy == "dark") )
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return;
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small_gibs(splinter.origin, org);
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}
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go(org)
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{
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temp_vec = vectornormalize (self.origin - org);
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temp_vec = vectorScale (temp_vec, 250 + randomint (100));
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// println ("start ", self.origin , " end ", org, " vector ", temp_vec, " player origin ", level.player getorigin());
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// x = -80 - (randomint(40));
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x = temp_vec[0];
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y = temp_vec[1];
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z = 200 + randomint (100);
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if (x > 0)
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self rotateroll((1500 + randomfloat (2500)) * -1, 5,0,0);
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else
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self rotateroll(1500 + randomfloat (2500), 5,0,0);
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self moveGravity ((x, y, z), 12);
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wait (6);
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self delete();
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}
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small_gibs(org, startorg)
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{
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splinter = [];
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for (i=0;i<randomint(6) + 1;i++)
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{
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splinter[i] = spawn ("script_model", org );
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splinter[i].origin += (randomfloat(10) - 5, 0, randomfloat(30) - 15);
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if (randomint(100) > 50)
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splinter[i] setmodel ("woodgib_small1");
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else
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splinter[i] setmodel ("woodgib_small2");
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startorg += (50 - randomint (100),50 - randomint (100),0);
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temp_vec = vectornormalize (org - startorg);
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temp_vec = vectorScale (temp_vec, 300 + randomint (150));
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x = temp_vec[0];
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y = temp_vec[1];
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z = 120 + randomint (200);
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splinter[i] moveGravity ((x, y, z), 12);
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// splinter[i] rotateroll(1500 + randomfloat (2500), 5,0,0);
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if (x > 0)
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splinter[i] rotateroll((1500 + randomfloat (2500)) * -1, 5,0,0);
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else
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splinter[i] rotateroll(1500 + randomfloat (2500), 5,0,0);
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}
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wait (6);
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for (i=0;i<splinter.size;i++)
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splinter[i] delete();
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} |